The Armory
The permanent bar shop that opens at gate 1. 32 rows that survive every prestige — each unlocked by a gate — including the extra daily dice runs.
Overview
THE ARMORY is the permanent bar shop. It opens the moment you break your first gate in the Hoard, and in the game's own words: “Permanent upgrades, bought with bars - nothing here is lost when you prestige. Every gate you break unlocks more rows.”
This is the design rule behind the gate ladder: a gate never hands you a stat. It opens either a new menu or a new Armory row, and you buy the power with bars. Where the UPGRADES page is cheap and wiped by every prestige, the Armory is dearer and kept forever.
How it works
- Rows are listed by gate, under GATE bands. A row past your gate level shows what it will do and which gate opens it.
- Filters at the top: ALL, HOARD (gate and chest rows), BOARD (coins, lock damage, ore, XP, dice runs) and EXPEDITION (carts, crews, trip speed, finds).
- Each row is paid in bars of one world, so you must own that world. The first five rows use World 1's common bars straight off the bins; later rows take three bars at once, and the rarest of the three is the one that runs out first.
- Prices grow each level, by ×1.3 to ×1.8 depending on the row. One-level rows — extra carts, crew seats, dice runs — are a single large purchase.
- Bonuses inside the Armory add together. The Armory as a whole then multiplies with other menus (UPGRADES, statues, world shops), which is why a row here is worth more than the same number elsewhere.
Every row
| Gate | Row | Type | Bars | Per level | Max | At max | First level | Last level | |
|---|---|---|---|---|---|---|---|---|---|
| 1 | KEEN EYES The hoard learns where a gate is weak. More swings land. | HOARD | World 1 | +2 Hoard Accuracy | 10 | +20 Hoard Accuracy | |||
| 2 | COIN POLISH Shinier coins. Every board coin pays a little more. | BOARD | World 1 | +0.2% Board Coins | 10 | +2% Board Coins | |||
| 3 | LOCK BREAKERS Hardened tips for every ball. Flat lock damage, added after every multiplier. | BOARD | World 1 | +1 Lock Damage | 10 | +10 Lock Damage | |||
| 4 | PRY TOOLS Proper tools for the hoard. Chests open a little faster. | HOARD | World 1 | +0.2% Hoard Chest Dmg | 10 | +2% Hoard Chest Dmg | |||
| 5 | SHARD PANS Pan the rubble. Chests pay more shards. | HOARD | World 1 | +2% Hoard Shards | 10 | +20% Hoard Shards | |||
| 6 | LAMP OIL A crew that can see walks home sooner. | EXPEDITION | World 1 | +2% Trip Speed | 10 | +20% Trip Speed | |||
| 7 | ORE CHUTES Wider chutes under the bins. Every landing pays more ore. | BOARD | World 1 | +5% Bin Ore | 15 | +75% Bin Ore | |||
| 8 | PROSPECTOR'S NOTES Every seam written down. The ore you mine is worth more XP. | BOARD | World 1 | +50% XP Gain | 10 | +500% XP Gain | |||
| 10 | FOURTH CART Another cart on the rails: four crews underground at once. | EXPEDITION | World 1 | +1 Carts | 1 | +1 Carts | — | ||
| 12 | SECOND DICE RUN A SECOND dice run every day. | BOARD | World 1 | +1 Dice Run a Day | 1 | +1 Dice Run a Day | — | ||
| 16 | FROST LANTERNS Cold light shows the cracks that lead further down. | EXPEDITION | World 2 | +3% Deep Find Chance | 15 | +45% Deep Find Chance | |||
| 16 | FROSTIRON PRYBARS The hoard gets leverage. Chests open faster. | HOARD | World 2 | +0.5% Hoard Chest Dmg | 15 | +7.5% Hoard Chest Dmg | |||
| 20 | SURVEY LEDGER Every odd rock written down. Crews find more Strange Slabs. | EXPEDITION | World 2 | +10% Strange Slab Finds | 10 | +100% Strange Slab Finds | |||
| 20 | WIDER HARNESS Room in the cart for one more pet. | EXPEDITION | World 2 | +1 Crew Size | 1 | +1 Crew Size | — | ||
| 21 | SIEGE SPIKES Frostiron spikes for the hoard. Gates crack faster. | HOARD | World 2 | +5% Hoard Gate Dmg | 50 | +250% Hoard Gate Dmg | |||
| 21 | FIFTH CART Ice runners on the rails: five crews underground at once. | EXPEDITION | World 2 | +1 Carts | 1 | +1 Carts | — | ||
| 22 | ROOT MAPS Follow the roots. They always grow toward the good rough stone. | EXPEDITION | World 3 | +4% Rare Ore Share | 15 | +60% Rare Ore Share | |||
| 23 | BLOOMGOLD SIGHTS The hoard aims true through gate armor. | HOARD | World 3 | +20 Hoard Accuracy | 15 | +300 Hoard Accuracy | |||
| 24 | THIRD DICE RUN A THIRD dice run every day. | BOARD | World 3 | +1 Dice Run a Day | 1 | +1 Dice Run a Day | — | ||
| 24 | SHARD SIFTER Nothing slips through the mesh. More chest shards. | HOARD | World 3 | +4% Hoard Shards | 15 | +60% Hoard Shards | |||
| 28 | ROOTWOOD SPUR A rootwood spur to richer seams: every crew brings home more ore. | EXPEDITION | World 3 | x1.2 Crew Ore Yield | 1 | x1.2 Crew Ore Yield | — | ||
| 30 | DIVING BELLS Air for the flooded shafts. Crews come up sooner. | EXPEDITION | World 4 | +2% Trip Speed | 10 | +20% Trip Speed | |||
| 31 | ABYSS NETS When a crew finds the deep seam, it hauls far more of it. | EXPEDITION | World 4 | x1.08 Deep Find Size | 30 | x10.06 Deep Find Size | |||
| 32 | TIDE PRESS The sea turns the press. More board coins. | BOARD | World 4 | +1% Board Coins | 15 | +15% Board Coins | |||
| 33 | CORAL HOOKS Barbed coral finds every seam in a chest lid. | HOARD | World 4 | +1% Hoard Chest Dmg | 15 | +15% Hoard Chest Dmg | |||
| 36 | DIVING RAILS Rails laid under the flood to richer seams: every crew brings home more ore. | EXPEDITION | World 4 | x1.2 Crew Ore Yield | 1 | x1.2 Crew Ore Yield | — | ||
| 37 | DEEP HARNESS One more seat in every cart. | EXPEDITION | World 4 | +1 Crew Size | 1 | +1 Crew Size | — | ||
| 40 | PYRELITH RIVETS Fire-forged rivets. World locks shatter. | BOARD | World 5 | +4 Lock Damage | 10 | +40 Lock Damage | |||
| 44 | MOLTEN WARHORN The hoard charges the gate to the sound of it. | HOARD | World 5 | +25% Hoard Gate Dmg | 50 | +1250% Hoard Gate Dmg | |||
| 46 | EVERBURNING LAMPS Lamps that never go out, down where nothing else lights. | EXPEDITION | World 5 | +7% Deep Find Chance | 15 | +105% Deep Find Chance | |||
| 48 | MOUNTAIN RAILS The last rails the mountain allows run to its richest seams: every crew brings home more ore. | EXPEDITION | World 5 | x1.2 Crew Ore Yield | 1 | x1.2 Crew Ore Yield | — | ||
| 49 | THE MOUNTAIN'S CROWN Pyrelith and gold. The whole account pays better. | BOARD | World 5 | +2% Board Coins | 15 | +30% Board Coins |
Dice runs
The Red Dice are a daily allowance: once gate 2 is broken you get 1 dice run a day. The second and third daily runs used to be handed out by gates; they are Armory rows now. Blue Dice spend from the same daily pool.
| Row | Gate | Runs per day after buying | Price | |
|---|---|---|---|---|
| SECOND DICE RUN | 12 | 2 | ||
| THIRD DICE RUN | 24 | 3 |
Collars
Extra Hoard pet slots (“collars”) are not Armory rows, and worlds do not add any: past the ten you can open with shards, the seats come from the skill tree's four collar keystones and one skin-ladder reward. See Hoard Pets.
Tips
- Before a prestige, empty your bar bank into the Armory. Bars are wiped; Armory levels are not.
- ORE CHUTES and PROSPECTOR'S NOTES multiply the UPGRADES page's ore and XP rows rather than adding to them, so they speed up every future run.
- KEEN EYES is available at gate 1 and helps with the accuracy checks of the next gates.
See also
- Gates — The 50-gate ladder: how attacks work, health and armor for every gate, and everything each gate unlocks.
- The Hoard — Your pets crack chests around the clock and besiege the 50 gates that unlock the rest of the game.
- Upgrades — The UPGRADES page: 57 rows bought with bars, what each does, how they unlock and what every level costs — plus the permanent per-world expedition shops.
- Prestige — Reset your level, bars and UPGRADES at level 10+ for Prestige Points, and spend them on 25 permanent heirlooms across 4 tiers.
- Expeditions — Send crews of pets down 15 mines to dig ore while you are away. Mines, trip lengths, crew power, rare finds, pet items and every world's upgrade shop.
- Red / Blue Ball Bonus — Dice from Gold, Emerald and Ruby bins open a two-phase skill bonus: stop 5 dice for multiplied balls, then time the portal over 9 multiplier bins. 3 runs a day of each colour; five top faces bring out the golden die.